Naya's Quest

In this refreshing twist on an isometric puzzler from Terry Cavanagh, young Naya lives in a post-apocalyptic world and goes searching for something to aid in her quest for clarity. Blending puzzle-platforming with mind-bending level design and a sparse yet atmospheric story, it's as compelling as it is challenging, minus a few bumps along the way.

Notation Guide: Using the default control scheme (you can press Tab to change it in game):

Forward is denoted by 'f',

backwards is denoted by 'b',

left is denoted by 'l', and

right is denoted by 'r'.

'j' is used to denote a single press of the jump button.

't' is used to indicate a turn instead of a move e.g. 'tr' would mean turning towards the right, but staying in place. (This is so I can indicate easily when you need to jump immediately after turning.)

(Notation still works, unless you end up jumping over a platform. Use your common sense. I'll mark jumps that you could miss due to the moving platforms with an asterix.) f,j*,tl,j,l,tf,j,tl,j,tf,f,j,tl,j*,tr,r,td,j*,d,tr,j,tf,j,tr,r,j*,tf,f

Gimmick: Scan command rotates the level. Perform it repeatedly to gain a better idea of the level.
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Note:

the New Game Plus is the entire game with this gimmick.

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Solution:

(from original rotation, with the entrance and exit at the top-right)d,tl,l,td,d,d,j,tr,j,r,r,j,tf,j,j,tl,l,tf,f,f

Room 10

Gimmick: Scan command brings up the 'SYSTEM TERMINAL'. The grid of numbers and dashes is a map of the level. The X marks your current position. The numbers (0-9) indicate the height of the platform in that vertical column. The dashes(-) indicate columns where there are no platforms.
Solution:

tr,j,tf,j,f,f,tl,j,j,j,j,tf,f,f,j,tr,j,tf,f
Upon completing the last move the ending will play.

15 Comments

Played it through. Here's my interpretation of the (somewhat bizarre) ending, and by extension the game's whole lore:

It's actually impossible to reach the Edge. Every time someone draws close enough to it, it extends itself further. The Edge is shy, and will do anything to protect itself.

The stories about the crazy something-or-others lurking on the Edge were just made up in order to cover up the fact that the explorers never got there. It's been advancing because people have been running from it.

The areas of weird dimensional puzzles are what occur close to the Edge; space is heavily distorted in those areas. When things go back to "normal", that means the Edge has once again retreated, but is still close enough that things are a little funky (see the weird static and floating numbers in the background).

Assuming Naya never turns back, she's going to spend the rest of her life chasing the Edge.

I am convinced this is merely a demo of a bigger game being under development. Everything about the ending points to it.

The numerous puzzles we get to see, but not play through, the fact that it leaves us hanging with her just about to see the edge, before going to an end screen, and us only seeing a white screen during her dialogue.

Notation Guide: Using the default control scheme (you can press Tab to change it in game):

Forward is denoted by 'f',

backwards is denoted by 'b',

left is denoted by 'l', and

right is denoted by 'r'.

'j' is used to denote a single press of the jump button.

't' is used to indicate a turn instead of a move e.g. 'tr' would mean turning towards the right, but staying in place. (This is so I can indicate easily when you need to jump immediately after turning.)

(Notation still works, unless you end up jumping over a platform. Use your common sense. I'll mark jumps that you could miss due to the moving platforms with an asterix.) f,j*,tl,j,l,tf,j,tl,j,tf,f,j,tl,j*,tr,r,td,j*,d,tr,j,tf,j,tr,r,j*,tf,f

Gimmick: Scan command rotates the level. Perform it repeatedly to gain a better idea of the level.
-----
Note:

the New Game Plus is the entire game with this gimmick.

-----
Solution:

(from original rotation, with the entrance and exit at the top-right)d,tl,l,td,d,d,j,tr,j,r,r,j,tf,j,j,tl,l,tf,f,f

Room 10

Gimmick: Scan command brings up the 'SYSTEM TERMINAL'. The grid of numbers and dashes is a map of the level. The X marks your current position. The numbers (0-9) indicate the height of the platform in that vertical column. The dashes(-) indicate columns where there are no platforms.
Solution:

tr,j,tf,j,f,f,tl,j,j,j,j,tf,f,f,j,tr,j,tf,f
Upon completing the last move the ending will play.

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